XYZ

10 Decks, 75 Comments, 12 Reputation

Huh, I guess I'm wrong on the infect sliver. My bad. And I can't take credit for the Commander movement, I just know that it's a common thing to do.

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Posted 21 March 2014 at 13:50 in reply to #448523 on Sliver Commander V1

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The shock lands will speed it up, though. The scry is nice, but speed is more important in a sliver deck.

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Posted 21 March 2014 at 13:45 in reply to #448499 on Sliver

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Mutavault?

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Posted 19 March 2014 at 14:59 as a comment on Modern Metallurgy

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I suggest adding, assuming I didn't miss it, Shadow sliver or the sliver that give infect. Also, move Overlord to your sideboard so that its easier to see that he's the commander.

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Posted 19 March 2014 at 14:54 as a comment on Sliver Commander V1

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My bad, I misread them. The deck is focused on slivers, technically, and Hive Stirrings summons tokens, for less than what Sliver Queen does. Even though it only works once. And you can easily win the game without the tokens from either card anyways.

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Posted 19 March 2014 at 14:40 in reply to #448501 on Sliver

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I would suggest dropping Caller of Songbirds for cards that get you more tokens. Also, Intangible Virtue is a staple of token decks.

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Posted 19 March 2014 at 14:29 as a comment on Together We Stand

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I suggest dropping 2 Thruns, since he's so hard to kill and the Legend Rule makes more than one in your hand useless.

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Posted 19 March 2014 at 14:21 as a comment on deck troll

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Also: Why use scry lands? You could use shock instead.

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Posted 19 March 2014 at 14:14 in reply to #448499 on Sliver

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I suggest dropping Sliver Queen for Hive Stirrings. Maybe drop one of the Parallel lives, since you don't have much focus on the tokens. Also, I'm curious: Why use scry lands instead of shock or filter?

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Posted 19 March 2014 at 14:14 as a comment on Sliver

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Remove Darksteel Forge in favor of Manaweft, and the Sliver Constructs for Hive Stirring

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Posted 19 March 2014 at 14:11 as a comment on Sliver

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You probably won't need four Obzedats.

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Posted 13 March 2014 at 14:01 as a comment on Triad and Spirit combo.

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Ah, OK. I hadn't put together that Varolz was the key. That makes this deck that much better, actually.

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Posted 12 March 2014 at 00:50 in reply to #446279 on GRAVSKÄNDARE

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Also, you might want to look into damagers from sacs. Bloodthrone Vampire, for instance.

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Posted 12 March 2014 at 00:48 as a comment on melira persists til the end

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I'm thinking some of the new Golgari cards would be nice additions.

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Posted 11 March 2014 at 14:45 as a comment on [Budget] The Gray Marches

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I agree that Voyage's End would be better

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Posted 11 March 2014 at 14:28 in reply to #446281 on maze's end

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I'd say you don't want fetch lands, but fetch spells. There are some better ones that Farseek, and you'll want something to get that combo out.

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Posted 11 March 2014 at 14:12 in reply to #446267 on melira persists til the end

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I always loved vampires.

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Posted 11 March 2014 at 14:05 as a comment on Seven Sins #1 Lust

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What's the point of Druid's Deliverance if you can't use half the card? I understand you need more negate damage, but bounce (can't help but agree with Adam) and Essence Scatter would probably be more useful.

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Posted 11 March 2014 at 13:57 as a comment on maze's end

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Looks pretty good. I have three suggestions: Varolz, you may want to drop two of them, as the legends rule makes it practically useless to have more than two. Thought Seize, nice to help against combos, and the life for Death's Shadow. Sheltering Word, though the life is nice, it messes with the Death's Shadow.

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Posted 11 March 2014 at 13:46 as a comment on GRAVSKÄNDARE

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Have you thought about adding Goblin Grenade? It's great to combo with Goblin Arsonist.

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Posted 07 March 2014 at 21:18 as a comment on Jinxed Burn

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